varying vec3 vertPos;
uniform mat4 lightProjection;

void main(void)
{
	//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
	//gl_Position = ( lightProjection * gl_ModelViewMatrix ) * gl_Vertex;
	gl_Position = ( lightProjection * gl_ModelViewMatrix ) * gl_Vertex;
	
	vertPos = vec4(gl_ModelViewMatrix * gl_Vertex).xyz;   
}